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Comment History
Red_Serf
Red_Serf - - 18 comments @ Carnivores:Dinosaur Hunter

This looks so good. Only thing I'd suggest is working one of the maps from C1 (a bit overdone by now) or Ravaren's Bridge on place of Death Valley.

What's the dinosaur roster gonna be? The animals from the Mobile port gonna be added?

Good karma+2 votes
Red_Serf
Red_Serf - - 18 comments @ Dinosaur 2000 Hunter (In Progress)

Dude, I have a solid suggestion.

There used to be a old game related to this movie. I would HIGHLY suggest you get some work done on taking the models and textures from that game and adapting them for this one

Good karma+2 votes
Red_Serf
Red_Serf - - 18 comments @ Artificial Arm Cannon

Hey man, been wanting to ask this for some time, does this mod follows the aesthetic of the movies, the anime, or the manga? (or all at the same time?)

Asking because I've been trying to compile some items to arm the Tudor/Midland soldiers, and I realized that I was taking only their movie appearance (which seems fair, they look beautiful in there), and not even looking at the anime/manga stuff.

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ The Canon Extended v0.1.0

Oh, so you found the Download database? There's plenty of unused models there which don't look that bad.

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments

Pretty sure it ain't working, can't load _MENU.txt

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ Carnivores+: The Canon Extended

Is there any chance that you could look into Morrison's Maze loss of performance in the northernmost part of the map? the culprit seems to be those large tree assets, probably something to do with the model itself

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ Carnivores: Sanctuary

Hey I've been playing a lot the first version right now. It's so good! I've got a couple suggentions/feedback:

-Troodons seem way too common, numerous, resistant and silent, specially for a map like Delphaeus Hill. They emit no noise up until they're upon you. Maybe a general nerf on them, while keeping them fast would be nice.

-The Giganotosaurus, similarly, seems a bit too fast, which makes it move weirdly, maybe making him slightly more lumbering would be a nice change.

-The skeletons on Fort Ciskin have the terrifying habit of turning towards you when you are a bit far away, I think it has to do with the fact that they're objects being rendered just like trees, which are always "facing you" from afar. Just thought I'd report this midly spooky occurrence, in case you might find it worth meddling with

Good karma+2 votes
Red_Serf
Red_Serf - - 18 comments @ Sarranid Irregular Infantry

Not really a critic, but two things:

-There are so many blondes and gingers, do you think you could work with the troops facecode to reduce their presence a little?

-For a irregular force, they seem pretty organized, down to the uniform and weaponry. Maybe adding a few color variants for turbans and clothes, a couple extra weapons and maybe another shield?

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ NEW ARMOR OF ROBERT AND RHAEGAR

I'd suggest changing the hammer to a polearm and the parry animations too, but keep the twohanded attack animations, this way it would look a lot more realistic. If you are using Morgh's editor, it is easy to do. Even easier on the module system

Good karma+2 votes
Red_Serf
Red_Serf - - 18 comments @ New 2D: Improvement or not?

This looks quite clean and nice. Good work!

Good karma+6 votes
Red_Serf
Red_Serf - - 18 comments @ Calradia 1050 A.D.: Mercenary Uprising

I've sent him a PM over the Talewords forum, informing him of everything going on here. Hopefully this is a bad joke and he pops up soon to clear it all out.

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ Thunder brave(for V2)

Hey, check out Module System Overhaul by Autolykos on the Talewords forum. It has this exact option, but also a option to distribute all the copies of the item you have in inventory between your troops

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ Small update for V2

Hey, could you make a post on how the skin thing work? Warband has a limit of 16 races, otherwise the games breaks. How did you implement this? Assigning a skin would open up multiple options for the rather limited race system of the game engine

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ !CONTEST!

Damn, i forgot about that. I was looking for an armor similar to what Hector wore in Troy, with helmet and greaves.

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ Native Alternate Expansion 2.0

-no sounds whatsoever
-trying to play dice again with a tavernkeeper (happened in the town near the vilagge of Ludwig) after not being able to bet twice because I lacked the needed money got my character stuck saying "Let's play dice"
-Cty of Ancona, the armorsmith is missing. The weaponsmith is in his place, selling weapons in the market screen where should be armors. The weaponsmith is replaced by the tavernkeeper, who sells nothing at all. The tavern itself has no tavernkeeper.
-The mesh for steel-tiped arrows is not found by the game

Good karma+2 votes
Red_Serf
Red_Serf - - 18 comments @ !CONTEST!

Nice! Should I describe here what I want?

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ !CONTEST!

Either that or the axe used by Tigris of Gaul in Gladiator, wich is is even closer to the real one

Good karma+1 vote
Red_Serf
Red_Serf - - 18 comments @ !CONTEST!

Well, looks kinda like a persian Tabar? It does have several variations, but I guess it is a close call

Good karma+1 vote